Commit Graph

937 Commits

Author SHA1 Message Date
Geeves
19b1ddb869 Remote Mech Revision (#8903)
The AI can now remotely control mechs in its network. It has one mapped in near its core.
    Messages received by your old body will now reach your VR body (does not affect Skrell Srom).
    Exosuit pilots can now interact with elevator panels without having to get out.
    Robotics and RnD can now create remote controlled mechs. The control centre is in the protolathe, while the exosuit upgrade is in the circuit imprinter.
    Mechs can no longer be dismantled if it has a pilot in it.
    Dismantling a mech now takes a while.
2020-05-30 16:20:16 +03:00
Mykhailo Bykhovtsev
d6c378148d Bugfixes (#8975) 2020-05-29 11:57:37 +02:00
Mykhailo Bykhovtsev
9c0055a662 Weapons analyzer and modular guns rebalance (#8797)
This PR is pretty decent in size. The contents of changes are:
Modular guns rebalance:

    Capacitors reliability was buffed: reinforced 80 -> 100, uranium 50 -> 60, teranium 45 -> 55, phoron 40 -> 50, bluespace 30 -> 45.

    Added nano reinforced barrel which has 10 more reliability than reinforced barrel.

    Added enhanced grip MK2, which has improved fire delay by 0.2 compared to MK1 grip.

    Added stablity stock, which improves fire delay by 0.2 and accuracy by 0.5 compared to regular stock.

    Added animations to lots of modular components like all capacitors, almost all modulators, lenses, etc.

    Modular guns now have to be assembled inside of weapons analyzers. You cannot assemble them in hands anymore

Weapons analyzer:

    Added machinery called Weapons analyzer. Main purpose of it is to display stats of any weapon or item. You can accepts anything that is an item, even trash(probably). For modular guns it will also display table of components and their statistics.

    Modular guns now need to be assembled inside of weapons analyzer.

    Added circuit board and ability to construct weapons analyzer in RND. Circuit board required tech: engineering = 3, data = 2, combat = 2.

Misc changes:

    recharger and wall recharger now visually display on their icon how much charge is inside of weapon/gun that is being charged.
2020-05-25 10:22:08 +03:00
Wowzewow (Wezzy)
fad8415a8e Pickup, Drop and Equip sounds (#8861) 2020-05-22 15:40:00 -03:00
Geeves
097ea6cfbc Shielding Auras (#8760)
Ports Baystation12/Baystation12#19992 and Baystation12/Baystation12#27266.

    Added a personal shield device to the traitor tools uplink.
    Added a radiant shielding aura spell to Battlemage and Cleric.
    Added an exosuit shield drone to the mechfab.

This works, but I'm not entirely happy with the sprites. The personal shield has no on-mob shimmer, it uses a mindbatterer grenade as an icon sprite. The wizard radiant spell uses a pretty big and janky sprite as an on-mob, and the exosuit's shield sprite doesn't follow the dir the mech faces, but that one I can maybe fix on my own. If anyone knows about that last one, lemme know, Bay had code for it that we do not.
2020-05-15 23:37:27 +03:00
skull132
0907c95842 Revert "Revert "IPC Tag Project (#8649)""
This reverts commit bf11747fc3.
2020-05-08 23:30:08 +03:00
ParadoxSpace
da5f2f8904 sparklesparkle (#8785) 2020-05-04 10:55:25 +02:00
Matt Atlas
4b97822bb4 Bump dreamchecker version to 1.4 (#8711) 2020-04-28 15:41:32 +02:00
Werner
bf11747fc3 Revert "IPC Tag Project (#8649)"
This reverts commit f076f391f4.
2020-04-28 15:29:36 +02:00
Geeves
f076f391f4 IPC Tag Project (#8649) 2020-04-28 14:45:56 +02:00
Geeves
eb886d7f63 Power Cell Backpacks (#8642) 2020-04-20 10:38:38 +02:00
TheGoret
7be65635fe Crystal artifact icon fix (#8664) 2020-04-14 14:11:31 -03:00
skull132
69da1d9e4c This is why regular false-positives from UTs are a bad thing 2020-04-05 22:04:34 +03:00
Geeves
22b29ae2a9 Stock Parts Box (#8544)
Added a box in the Autolathe Engineering section that can hold the stock parts that goes into machinery."

It also includes presets that can be mapped in somewhere. The basic one can probably go in RnD, while the tcomms one is self-explanatory.
2020-04-05 21:15:49 +03:00
Doxxmedearly
e1731b5fca Prosthetic stomach name/sprite/mechfab (#8574) 2020-04-01 20:26:50 +02:00
Alberyk
d2a228a91d Merge branch 'master' into fuck_rd_once_more 2020-03-30 20:21:03 -03:00
Geeves
55650f065f Mechfab Fix (#8556) 2020-03-30 00:17:08 -03:00
Geeves
4267a40b4e Circuit Imprinter Fix (#8542) 2020-03-28 14:08:54 +02:00
Geeves
2a8564e7d4 RnD Rearrangement (#8494) 2020-03-28 09:30:46 +01:00
Alberyk
27d8f182dc Stuff that I forgot to change. 2020-03-27 20:15:41 -03:00
Alberyk
ac6080c8dd Robotics changes. 2020-03-27 20:09:49 -03:00
fernerr
afc0b4b3b3 Station Facelift (#8431)
Adds some new turf sprites to replace ones in common use across the station, ports the reinforced floor from bay.
Adds new vent, scrubber, sprites for many wall-mounted objects and holopad sprites that fit in better with the changed floors.
Remaps a ton of areas visually to make better use of these changed sprites.
2020-03-27 23:27:06 +02:00
Wowzewow (Wezzy)
b9b42f4f8f Janitor, hydroponics and medical inhands (#8456) 2020-03-21 13:36:49 +01:00
Geeves
ca04d3f85c Artifact Ranges tweak(#8461) 2020-03-19 14:40:20 -03:00
Matt Atlas
82437acd43 Materials subsystem, material defines instead of strings, structure materials. (#8447)
The shitcode crusade begins.
2020-03-18 20:19:11 +01:00
Matt Atlas
72c968eba6 Genericises rotate() on objects. (#8430) 2020-03-17 17:17:42 +01:00
Doxxmedearly
38956f1c7a Return of right feet to the mechfab (#8452) 2020-03-16 10:38:06 +01:00
Wowzewow (Wezzy)
9e2721cbc7 Fixes missing/invisible book inhands (#8424) 2020-03-14 15:16:20 +01:00
Alberyk
3c96cc70e6 Changes loyalty implants to mind shields (#8398) 2020-03-12 22:01:42 +01:00
Wowzewow (Wezzy)
7c2f3d9b1b bookshelf sprites, book inhands and sprites (#8395) 2020-03-12 14:27:04 -03:00
mikomyazaki
4dffa21640 Can print hands & feet from the prosthetics printer. (#8359) 2020-02-27 12:17:39 -03:00
mikomyazaki
21f348ec57 Adds a unit test to check for any missing initial icon states (#8332) 2020-02-23 02:43:12 -03:00
mikomyazaki
e9cd29b91b Prosthetic and Robot limb fabrication is now separate. (#8300) 2020-02-19 23:18:42 +01:00
mikomyazaki
d96fd4cd83 Protolathe and Circuit Printer check for adjacency when adding sheets. (#8032) 2020-01-17 11:50:00 +01:00
Alberyk
aef5b9a13d Exosuit Passenger Compartments (#7890)
* passenger compartments

* added to mechfab
2020-01-06 16:23:27 -03:00
Aticius
e076512d06 Removes DNAChange Effect from the list of possible artifact effects. (#7900)
Removed completely from the codebase.
2020-01-06 12:03:40 +01:00
Geeves
3c76c49f3f added to mechfab 2020-01-02 20:33:45 +02:00
Geeves
41d66db788 Hoverpod Chassis Fix (#7889)
Made the hoverpod torso a bit cheaper to produce.
Fixed the duplicate hoverpod torso entry in the mechfab.
2020-01-02 16:25:06 +01:00
Geeves
c5c459c5ec Rudimentary Mech Z-level Travel and Hoverpods (#7739) 2020-01-01 16:28:30 +01:00
Erki
8ce37c8b28 Record computers to modular computers (#7797)
Things this does:

    Refactors _app_preset_name to use a type name instead. This makes it validate the presets at compile time, making it much more secure.
    Removes all records computers from the code, along with the CMC.
    Replaces all records computers with appropriate modular computers
    Each head of staff now has 1 departmental computer, 1 head-specific computer, 1 head laptop
    Removes the C&C program from the heads that had it, because you're supposed to use the bridge for it.
2019-12-27 15:58:12 +02:00
Leudoberct1
043b9606f2 Makes artifact secondary effects more easily triggerable. (#7734) 2019-12-25 20:27:24 +01:00
Alberyk
1e5e57a79d Adds access restrictions to the rd console (#7759) 2019-12-24 18:03:00 +01:00
Leudoberct1
7fad8cd52e Xenoarch fixes (#7769)
Fixes a disconnected vent in xenoarch, fixes the anomaly scanner in the pit scanning a window, adds a bookcase to make up for the empty space created. Fixed a protection check to recognise nitrile gloves now that we use them instead of latex.
2019-12-22 17:11:35 +02:00
Werner
cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Mykhailo Bykhovtsev
8c1e92edcd Fixing Mechs more. The fight between armor and armour (#7723)
The armour and armor again strikes:

    Apparently original Mech port PR has overridden borg's armor definition and was using it. This fixes it by making mech's armor a child of borg's armor instead.

    renames borg's armour to armor references.

    Mech's melee damage has been increased. It depends on manipulator type. Light: 15, Regular: 20, Combat 30, Heavy: 50. Fixes #7665

    Adds missed check in mech's destroy proc
2019-12-19 21:41:23 +02:00
Leudoberct1
2670e685fb Removes the potential for artifacts with an effect that does nothing (#7702)
This changes a number in the artifact effect code that removes the potential for an artifact to have the low level energy emissions or concentrated energy effect, both of which do nothing.
2019-12-19 21:38:00 +02:00
Wowzewow (Wezzy)
8dddda141b Wearable wet floor sign (#7575)
You can now wear the wet floor sign.
Also tidies up some code here and there.
Adds some descriptions too.

It provides extremely minor armor.
2019-12-19 21:33:28 +02:00
Alberyk
ca10240885 Fixes two bugs. (#7716) 2019-12-18 08:11:44 +01:00
Matt Atlas
decc0b14a7 Preparation for 513 (#7677)
* Preparation for 513

* lentext replacement
2019-12-18 08:10:16 +01:00
Mykhailo Bykhovtsev
a4a6fb5f03 Lots of fixes for Mechs (#7692)
Spent lots of time and lots of changes to fix issues:

    bugfix: "Mechs no longer runtime during destroy call."

    bugfix: "Turrets and NPCS no longer target empty mechs."

    bugfix: "Mechs no longer runtime during armor check. Mechs now use their armor and values for it. Before it would ignore them entirely and deal 100% damage."

    Added ismech() define and also QDEL_NULL_LIST() define from TG. Matt's suggestion

    renamed any armour references in mech code to armor to keep it consistent
2019-12-17 17:28:31 +02:00